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- Date: Tue, 23 Sep 1997 07:47:52 -0700
- From: Margaret Copeland <busys@cdsnet.net>
- Subject: Re: [IML] IFW: Lighting Question and Rantings from an Aussie
- IML'er
-
- Bill Dimech wrote:
-
- > Basically, I ended up with 2 Lights in the scene with a brighter light to
- > the left and back behind the objects to give a bit of detail.
- > It looks OK but I wondered if anyone can help out with a few hints.
-
- Welcome back - you never walk alone here :) ,
- I've been using the basic lighting setup recommended in Maestri's
- "Digital Character Animation". For objects with a lot of rounded
- contours - it gives me the best overall lightning without the shadows
- getting too intense. In the top view, place your 'key light' 45 degrees
- to the side of your subject. You have a "fill light" at directly in
- front of your subject and another light - the backlight about 45 degrees
- from the 'key light'. In the side view, the lights ascend at a 45 degree
- angle - your 'back light' is the highest and farthest from your main
- subject. I use Imagine's real world lighting for all lights - the
- 'keylight' is the brightest, the "fill" and "back light" are of less
- intensity. If you get too much lighting this way, move all lights back
- proportionately. The background color can make a big difference too as
- far as influencing the apparent contrast of your shadows. Most Imagine
- renderings I've seen are way too dark.
- For landscape stuff, I still prefer Tim Wilson's Sun Arrays with an
- Imagine real world light closer to the main subject. You can make your
- own arrays. There are probably directions in a Conny digestive or on the
- IML FTP site.
-
- ---------------------------------
-
- Date: Fri, 31 Oct 1997 15:15:49 +0100
- From: Torgeir Holm <torgeir@GIL.NO>
- Subject: Re: [IML] IFW: Lighting Question
-
- At 07:49 31/10/97 -0600, you wrote:
- >There is a method of taking a plan and I believe using Fracture reduce
- >it to nothing but a set of points that make for a nice soft light
- >effect. But I can't remember how to do this. Any clues? Thanks.
-
- Fracture the plane with a scale of something like 0.0001
- Then slice the object. you'll get a bunch of axes.
-